babylon.engine.js 96 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var _DepthCullingState = (function () {
  4. function _DepthCullingState() {
  5. this._isDepthTestDirty = false;
  6. this._isDepthMaskDirty = false;
  7. this._isDepthFuncDirty = false;
  8. this._isCullFaceDirty = false;
  9. this._isCullDirty = false;
  10. this._isZOffsetDirty = false;
  11. }
  12. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  13. get: function () {
  14. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty;
  15. },
  16. enumerable: true,
  17. configurable: true
  18. });
  19. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  20. get: function () {
  21. return this._zOffset;
  22. },
  23. set: function (value) {
  24. if (this._zOffset === value) {
  25. return;
  26. }
  27. this._zOffset = value;
  28. this._isZOffsetDirty = true;
  29. },
  30. enumerable: true,
  31. configurable: true
  32. });
  33. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  34. get: function () {
  35. return this._cullFace;
  36. },
  37. set: function (value) {
  38. if (this._cullFace === value) {
  39. return;
  40. }
  41. this._cullFace = value;
  42. this._isCullFaceDirty = true;
  43. },
  44. enumerable: true,
  45. configurable: true
  46. });
  47. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  48. get: function () {
  49. return this._cull;
  50. },
  51. set: function (value) {
  52. if (this._cull === value) {
  53. return;
  54. }
  55. this._cull = value;
  56. this._isCullDirty = true;
  57. },
  58. enumerable: true,
  59. configurable: true
  60. });
  61. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  62. get: function () {
  63. return this._depthFunc;
  64. },
  65. set: function (value) {
  66. if (this._depthFunc === value) {
  67. return;
  68. }
  69. this._depthFunc = value;
  70. this._isDepthFuncDirty = true;
  71. },
  72. enumerable: true,
  73. configurable: true
  74. });
  75. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  76. get: function () {
  77. return this._depthMask;
  78. },
  79. set: function (value) {
  80. if (this._depthMask === value) {
  81. return;
  82. }
  83. this._depthMask = value;
  84. this._isDepthMaskDirty = true;
  85. },
  86. enumerable: true,
  87. configurable: true
  88. });
  89. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  90. get: function () {
  91. return this._depthTest;
  92. },
  93. set: function (value) {
  94. if (this._depthTest === value) {
  95. return;
  96. }
  97. this._depthTest = value;
  98. this._isDepthTestDirty = true;
  99. },
  100. enumerable: true,
  101. configurable: true
  102. });
  103. _DepthCullingState.prototype.reset = function () {
  104. this._depthMask = true;
  105. this._depthTest = true;
  106. this._depthFunc = null;
  107. this._cull = null;
  108. this._cullFace = null;
  109. this._zOffset = 0;
  110. this._isDepthTestDirty = true;
  111. this._isDepthMaskDirty = true;
  112. this._isDepthFuncDirty = false;
  113. this._isCullFaceDirty = false;
  114. this._isCullDirty = false;
  115. this._isZOffsetDirty = false;
  116. };
  117. _DepthCullingState.prototype.apply = function (gl) {
  118. if (!this.isDirty) {
  119. return;
  120. }
  121. // Cull
  122. if (this._isCullDirty) {
  123. if (this.cull) {
  124. gl.enable(gl.CULL_FACE);
  125. }
  126. else {
  127. gl.disable(gl.CULL_FACE);
  128. }
  129. this._isCullDirty = false;
  130. }
  131. // Cull face
  132. if (this._isCullFaceDirty) {
  133. gl.cullFace(this.cullFace);
  134. this._isCullFaceDirty = false;
  135. }
  136. // Depth mask
  137. if (this._isDepthMaskDirty) {
  138. gl.depthMask(this.depthMask);
  139. this._isDepthMaskDirty = false;
  140. }
  141. // Depth test
  142. if (this._isDepthTestDirty) {
  143. if (this.depthTest) {
  144. gl.enable(gl.DEPTH_TEST);
  145. }
  146. else {
  147. gl.disable(gl.DEPTH_TEST);
  148. }
  149. this._isDepthTestDirty = false;
  150. }
  151. // Depth func
  152. if (this._isDepthFuncDirty) {
  153. gl.depthFunc(this.depthFunc);
  154. this._isDepthFuncDirty = false;
  155. }
  156. // zOffset
  157. if (this._isZOffsetDirty) {
  158. if (this.zOffset) {
  159. gl.enable(gl.POLYGON_OFFSET_FILL);
  160. gl.polygonOffset(this.zOffset, 0);
  161. }
  162. else {
  163. gl.disable(gl.POLYGON_OFFSET_FILL);
  164. }
  165. this._isZOffsetDirty = false;
  166. }
  167. };
  168. return _DepthCullingState;
  169. })();
  170. BABYLON._DepthCullingState = _DepthCullingState;
  171. var _AlphaState = (function () {
  172. function _AlphaState() {
  173. this._isAlphaBlendDirty = false;
  174. this._isBlendFunctionParametersDirty = false;
  175. this._alphaBlend = false;
  176. this._blendFunctionParameters = new Array(4);
  177. }
  178. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  179. get: function () {
  180. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  181. },
  182. enumerable: true,
  183. configurable: true
  184. });
  185. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  186. get: function () {
  187. return this._alphaBlend;
  188. },
  189. set: function (value) {
  190. if (this._alphaBlend === value) {
  191. return;
  192. }
  193. this._alphaBlend = value;
  194. this._isAlphaBlendDirty = true;
  195. },
  196. enumerable: true,
  197. configurable: true
  198. });
  199. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  200. if (this._blendFunctionParameters[0] === value0 &&
  201. this._blendFunctionParameters[1] === value1 &&
  202. this._blendFunctionParameters[2] === value2 &&
  203. this._blendFunctionParameters[3] === value3) {
  204. return;
  205. }
  206. this._blendFunctionParameters[0] = value0;
  207. this._blendFunctionParameters[1] = value1;
  208. this._blendFunctionParameters[2] = value2;
  209. this._blendFunctionParameters[3] = value3;
  210. this._isBlendFunctionParametersDirty = true;
  211. };
  212. _AlphaState.prototype.reset = function () {
  213. this._alphaBlend = false;
  214. this._blendFunctionParameters[0] = null;
  215. this._blendFunctionParameters[1] = null;
  216. this._blendFunctionParameters[2] = null;
  217. this._blendFunctionParameters[3] = null;
  218. this._isAlphaBlendDirty = true;
  219. this._isBlendFunctionParametersDirty = false;
  220. };
  221. _AlphaState.prototype.apply = function (gl) {
  222. if (!this.isDirty) {
  223. return;
  224. }
  225. // Alpha blend
  226. if (this._isAlphaBlendDirty) {
  227. if (this._alphaBlend) {
  228. gl.enable(gl.BLEND);
  229. }
  230. else {
  231. gl.disable(gl.BLEND);
  232. }
  233. this._isAlphaBlendDirty = false;
  234. }
  235. // Alpha function
  236. if (this._isBlendFunctionParametersDirty) {
  237. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  238. this._isBlendFunctionParametersDirty = false;
  239. }
  240. };
  241. return _AlphaState;
  242. })();
  243. BABYLON._AlphaState = _AlphaState;
  244. var compileShader = function (gl, source, type, defines) {
  245. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  246. gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
  247. gl.compileShader(shader);
  248. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  249. throw new Error(gl.getShaderInfoLog(shader));
  250. }
  251. return shader;
  252. };
  253. var getWebGLTextureType = function (gl, type) {
  254. var textureType = gl.UNSIGNED_BYTE;
  255. if (type === Engine.TEXTURETYPE_FLOAT)
  256. textureType = gl.FLOAT;
  257. return textureType;
  258. };
  259. var getSamplingParameters = function (samplingMode, generateMipMaps, gl) {
  260. var magFilter = gl.NEAREST;
  261. var minFilter = gl.NEAREST;
  262. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  263. magFilter = gl.LINEAR;
  264. if (generateMipMaps) {
  265. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  266. }
  267. else {
  268. minFilter = gl.LINEAR;
  269. }
  270. }
  271. else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  272. magFilter = gl.LINEAR;
  273. if (generateMipMaps) {
  274. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  275. }
  276. else {
  277. minFilter = gl.LINEAR;
  278. }
  279. }
  280. else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  281. magFilter = gl.NEAREST;
  282. if (generateMipMaps) {
  283. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  284. }
  285. else {
  286. minFilter = gl.NEAREST;
  287. }
  288. }
  289. return {
  290. min: minFilter,
  291. mag: magFilter
  292. };
  293. };
  294. var prepareWebGLTexture = function (texture, gl, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  295. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  296. var engine = scene.getEngine();
  297. var potWidth = BABYLON.Tools.GetExponantOfTwo(width, engine.getCaps().maxTextureSize);
  298. var potHeight = BABYLON.Tools.GetExponantOfTwo(height, engine.getCaps().maxTextureSize);
  299. gl.bindTexture(gl.TEXTURE_2D, texture);
  300. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  301. texture._baseWidth = width;
  302. texture._baseHeight = height;
  303. texture._width = potWidth;
  304. texture._height = potHeight;
  305. texture.isReady = true;
  306. processFunction(potWidth, potHeight);
  307. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  308. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  309. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  310. if (!noMipmap && !isCompressed) {
  311. gl.generateMipmap(gl.TEXTURE_2D);
  312. }
  313. gl.bindTexture(gl.TEXTURE_2D, null);
  314. engine._activeTexturesCache = [];
  315. scene._removePendingData(texture);
  316. };
  317. var partialLoad = function (url, index, loadedImages, scene, onfinish) {
  318. var onload = function () {
  319. loadedImages[index] = img;
  320. loadedImages._internalCount++;
  321. scene._removePendingData(img);
  322. if (loadedImages._internalCount === 6) {
  323. onfinish(loadedImages);
  324. }
  325. };
  326. var onerror = function () {
  327. scene._removePendingData(img);
  328. };
  329. var img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  330. scene._addPendingData(img);
  331. };
  332. var cascadeLoad = function (rootUrl, scene, onfinish, extensions) {
  333. var loadedImages = [];
  334. loadedImages._internalCount = 0;
  335. for (var index = 0; index < 6; index++) {
  336. partialLoad(rootUrl + extensions[index], index, loadedImages, scene, onfinish);
  337. }
  338. };
  339. var EngineCapabilities = (function () {
  340. function EngineCapabilities() {
  341. }
  342. return EngineCapabilities;
  343. })();
  344. BABYLON.EngineCapabilities = EngineCapabilities;
  345. /**
  346. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
  347. */
  348. var Engine = (function () {
  349. /**
  350. * @constructor
  351. * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering
  352. * @param {boolean} [antialias] - enable antialias
  353. * @param options - further options to be sent to the getContext function
  354. */
  355. function Engine(canvas, antialias, options) {
  356. var _this = this;
  357. // Public members
  358. this.isFullscreen = false;
  359. this.isPointerLock = false;
  360. this.cullBackFaces = true;
  361. this.renderEvenInBackground = true;
  362. // To enable/disable IDB support and avoid XHR on .manifest
  363. this.enableOfflineSupport = true;
  364. this.scenes = new Array();
  365. this._windowIsBackground = false;
  366. this._loadingDivBackgroundColor = "black";
  367. this._drawCalls = 0;
  368. this._renderingQueueLaunched = false;
  369. this._activeRenderLoops = [];
  370. // FPS
  371. this.fpsRange = 60;
  372. this.previousFramesDuration = [];
  373. this.fps = 60;
  374. this.deltaTime = 0;
  375. // States
  376. this._depthCullingState = new _DepthCullingState();
  377. this._alphaState = new _AlphaState();
  378. this._alphaMode = Engine.ALPHA_DISABLE;
  379. // Cache
  380. this._loadedTexturesCache = new Array();
  381. this._activeTexturesCache = new Array();
  382. this._compiledEffects = {};
  383. this._uintIndicesCurrentlySet = false;
  384. this._renderingCanvas = canvas;
  385. options = options || {};
  386. options.antialias = antialias;
  387. if (options.preserveDrawingBuffer === undefined) {
  388. options.preserveDrawingBuffer = false;
  389. }
  390. // GL
  391. try {
  392. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  393. }
  394. catch (e) {
  395. throw new Error("WebGL not supported");
  396. }
  397. if (!this._gl) {
  398. throw new Error("WebGL not supported");
  399. }
  400. this._onBlur = function () {
  401. _this._windowIsBackground = true;
  402. };
  403. this._onFocus = function () {
  404. _this._windowIsBackground = false;
  405. };
  406. window.addEventListener("blur", this._onBlur);
  407. window.addEventListener("focus", this._onFocus);
  408. // Viewport
  409. this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
  410. this.resize();
  411. // Caps
  412. this._caps = new EngineCapabilities();
  413. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  414. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  415. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  416. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  417. // Infos
  418. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  419. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  420. if (rendererInfo != null) {
  421. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  422. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  423. }
  424. if (!this._glVendor) {
  425. this._glVendor = "Unknown vendor";
  426. }
  427. if (!this._glRenderer) {
  428. this._glRenderer = "Unknown renderer";
  429. }
  430. // Extensions
  431. this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
  432. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
  433. this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
  434. this._caps.textureAnisotropicFilterExtension = this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic');
  435. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  436. this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
  437. this._caps.uintIndices = this._gl.getExtension('OES_element_index_uint') !== null;
  438. this._caps.highPrecisionShaderSupported = true;
  439. if (this._gl.getShaderPrecisionFormat) {
  440. var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  441. this._caps.highPrecisionShaderSupported = highp.precision != 0;
  442. }
  443. // Depth buffer
  444. this.setDepthBuffer(true);
  445. this.setDepthFunctionToLessOrEqual();
  446. this.setDepthWrite(true);
  447. // Fullscreen
  448. this._onFullscreenChange = function () {
  449. if (document.fullscreen !== undefined) {
  450. _this.isFullscreen = document.fullscreen;
  451. }
  452. else if (document.mozFullScreen !== undefined) {
  453. _this.isFullscreen = document.mozFullScreen;
  454. }
  455. else if (document.webkitIsFullScreen !== undefined) {
  456. _this.isFullscreen = document.webkitIsFullScreen;
  457. }
  458. else if (document.msIsFullScreen !== undefined) {
  459. _this.isFullscreen = document.msIsFullScreen;
  460. }
  461. // Pointer lock
  462. if (_this.isFullscreen && _this._pointerLockRequested) {
  463. canvas.requestPointerLock = canvas.requestPointerLock ||
  464. canvas.msRequestPointerLock ||
  465. canvas.mozRequestPointerLock ||
  466. canvas.webkitRequestPointerLock;
  467. if (canvas.requestPointerLock) {
  468. canvas.requestPointerLock();
  469. }
  470. }
  471. };
  472. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  473. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  474. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  475. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  476. // Pointer lock
  477. this._onPointerLockChange = function () {
  478. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  479. document.webkitPointerLockElement === canvas ||
  480. document.msPointerLockElement === canvas ||
  481. document.pointerLockElement === canvas);
  482. };
  483. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  484. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  485. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  486. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  487. if (!Engine.audioEngine) {
  488. Engine.audioEngine = new BABYLON.AudioEngine();
  489. }
  490. BABYLON.Tools.Log("Babylon.js engine (v" + Engine.Version + ") launched");
  491. }
  492. Object.defineProperty(Engine, "ALPHA_DISABLE", {
  493. get: function () {
  494. return Engine._ALPHA_DISABLE;
  495. },
  496. enumerable: true,
  497. configurable: true
  498. });
  499. Object.defineProperty(Engine, "ALPHA_ONEONE", {
  500. get: function () {
  501. return Engine._ALPHA_ONEONE;
  502. },
  503. enumerable: true,
  504. configurable: true
  505. });
  506. Object.defineProperty(Engine, "ALPHA_ADD", {
  507. get: function () {
  508. return Engine._ALPHA_ADD;
  509. },
  510. enumerable: true,
  511. configurable: true
  512. });
  513. Object.defineProperty(Engine, "ALPHA_COMBINE", {
  514. get: function () {
  515. return Engine._ALPHA_COMBINE;
  516. },
  517. enumerable: true,
  518. configurable: true
  519. });
  520. Object.defineProperty(Engine, "ALPHA_SUBTRACT", {
  521. get: function () {
  522. return Engine._ALPHA_SUBTRACT;
  523. },
  524. enumerable: true,
  525. configurable: true
  526. });
  527. Object.defineProperty(Engine, "ALPHA_MULTIPLY", {
  528. get: function () {
  529. return Engine._ALPHA_MULTIPLY;
  530. },
  531. enumerable: true,
  532. configurable: true
  533. });
  534. Object.defineProperty(Engine, "ALPHA_MAXIMIZED", {
  535. get: function () {
  536. return Engine._ALPHA_MAXIMIZED;
  537. },
  538. enumerable: true,
  539. configurable: true
  540. });
  541. Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", {
  542. get: function () {
  543. return Engine._DELAYLOADSTATE_NONE;
  544. },
  545. enumerable: true,
  546. configurable: true
  547. });
  548. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", {
  549. get: function () {
  550. return Engine._DELAYLOADSTATE_LOADED;
  551. },
  552. enumerable: true,
  553. configurable: true
  554. });
  555. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", {
  556. get: function () {
  557. return Engine._DELAYLOADSTATE_LOADING;
  558. },
  559. enumerable: true,
  560. configurable: true
  561. });
  562. Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", {
  563. get: function () {
  564. return Engine._DELAYLOADSTATE_NOTLOADED;
  565. },
  566. enumerable: true,
  567. configurable: true
  568. });
  569. Object.defineProperty(Engine, "TEXTUREFORMAT_ALPHA", {
  570. get: function () {
  571. return Engine._TEXTUREFORMAT_ALPHA;
  572. },
  573. enumerable: true,
  574. configurable: true
  575. });
  576. Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE", {
  577. get: function () {
  578. return Engine._TEXTUREFORMAT_LUMINANCE;
  579. },
  580. enumerable: true,
  581. configurable: true
  582. });
  583. Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE_ALPHA", {
  584. get: function () {
  585. return Engine._TEXTUREFORMAT_LUMINANCE_ALPHA;
  586. },
  587. enumerable: true,
  588. configurable: true
  589. });
  590. Object.defineProperty(Engine, "TEXTUREFORMAT_RGB", {
  591. get: function () {
  592. return Engine._TEXTUREFORMAT_RGB;
  593. },
  594. enumerable: true,
  595. configurable: true
  596. });
  597. Object.defineProperty(Engine, "TEXTUREFORMAT_RGBA", {
  598. get: function () {
  599. return Engine._TEXTUREFORMAT_RGBA;
  600. },
  601. enumerable: true,
  602. configurable: true
  603. });
  604. Object.defineProperty(Engine, "TEXTURETYPE_UNSIGNED_INT", {
  605. get: function () {
  606. return Engine._TEXTURETYPE_UNSIGNED_INT;
  607. },
  608. enumerable: true,
  609. configurable: true
  610. });
  611. Object.defineProperty(Engine, "TEXTURETYPE_FLOAT", {
  612. get: function () {
  613. return Engine._TEXTURETYPE_FLOAT;
  614. },
  615. enumerable: true,
  616. configurable: true
  617. });
  618. Object.defineProperty(Engine, "Version", {
  619. get: function () {
  620. return "2.3.0-alpha";
  621. },
  622. enumerable: true,
  623. configurable: true
  624. });
  625. Engine.prototype._prepareWorkingCanvas = function () {
  626. if (this._workingCanvas) {
  627. return;
  628. }
  629. this._workingCanvas = document.createElement("canvas");
  630. this._workingContext = this._workingCanvas.getContext("2d");
  631. };
  632. Engine.prototype.getGlInfo = function () {
  633. return {
  634. vendor: this._glVendor,
  635. renderer: this._glRenderer,
  636. version: this._glVersion
  637. };
  638. };
  639. Engine.prototype.getAspectRatio = function (camera) {
  640. var viewport = camera.viewport;
  641. return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
  642. };
  643. Engine.prototype.getRenderWidth = function () {
  644. if (this._currentRenderTarget) {
  645. return this._currentRenderTarget._width;
  646. }
  647. return this._renderingCanvas.width;
  648. };
  649. Engine.prototype.getRenderHeight = function () {
  650. if (this._currentRenderTarget) {
  651. return this._currentRenderTarget._height;
  652. }
  653. return this._renderingCanvas.height;
  654. };
  655. Engine.prototype.getRenderingCanvas = function () {
  656. return this._renderingCanvas;
  657. };
  658. Engine.prototype.getRenderingCanvasClientRect = function () {
  659. return this._renderingCanvas.getBoundingClientRect();
  660. };
  661. Engine.prototype.setHardwareScalingLevel = function (level) {
  662. this._hardwareScalingLevel = level;
  663. this.resize();
  664. };
  665. Engine.prototype.getHardwareScalingLevel = function () {
  666. return this._hardwareScalingLevel;
  667. };
  668. Engine.prototype.getLoadedTexturesCache = function () {
  669. return this._loadedTexturesCache;
  670. };
  671. Engine.prototype.getCaps = function () {
  672. return this._caps;
  673. };
  674. Object.defineProperty(Engine.prototype, "drawCalls", {
  675. get: function () {
  676. return this._drawCalls;
  677. },
  678. enumerable: true,
  679. configurable: true
  680. });
  681. // Methods
  682. Engine.prototype.resetDrawCalls = function () {
  683. this._drawCalls = 0;
  684. };
  685. Engine.prototype.setDepthFunctionToGreater = function () {
  686. this._depthCullingState.depthFunc = this._gl.GREATER;
  687. };
  688. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  689. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  690. };
  691. Engine.prototype.setDepthFunctionToLess = function () {
  692. this._depthCullingState.depthFunc = this._gl.LESS;
  693. };
  694. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  695. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  696. };
  697. /**
  698. * stop executing a render loop function and remove it from the execution array
  699. * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed.
  700. */
  701. Engine.prototype.stopRenderLoop = function (renderFunction) {
  702. if (!renderFunction) {
  703. this._activeRenderLoops = [];
  704. return;
  705. }
  706. var index = this._activeRenderLoops.indexOf(renderFunction);
  707. if (index >= 0) {
  708. this._activeRenderLoops.splice(index, 1);
  709. }
  710. };
  711. Engine.prototype._renderLoop = function () {
  712. var _this = this;
  713. var shouldRender = true;
  714. if (!this.renderEvenInBackground && this._windowIsBackground) {
  715. shouldRender = false;
  716. }
  717. if (shouldRender) {
  718. // Start new frame
  719. this.beginFrame();
  720. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  721. var renderFunction = this._activeRenderLoops[index];
  722. renderFunction();
  723. }
  724. // Present
  725. this.endFrame();
  726. }
  727. if (this._activeRenderLoops.length > 0) {
  728. // Register new frame
  729. BABYLON.Tools.QueueNewFrame(function () {
  730. _this._renderLoop();
  731. });
  732. }
  733. else {
  734. this._renderingQueueLaunched = false;
  735. }
  736. };
  737. /**
  738. * Register and execute a render loop. The engine can have more than one render function.
  739. * @param {Function} renderFunction - the function to continuesly execute starting the next render loop.
  740. * @example
  741. * engine.runRenderLoop(function () {
  742. * scene.render()
  743. * })
  744. */
  745. Engine.prototype.runRenderLoop = function (renderFunction) {
  746. var _this = this;
  747. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  748. return;
  749. }
  750. this._activeRenderLoops.push(renderFunction);
  751. if (!this._renderingQueueLaunched) {
  752. this._renderingQueueLaunched = true;
  753. BABYLON.Tools.QueueNewFrame(function () {
  754. _this._renderLoop();
  755. });
  756. }
  757. };
  758. /**
  759. * Toggle full screen mode.
  760. * @param {boolean} requestPointerLock - should a pointer lock be requested from the user
  761. */
  762. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  763. if (this.isFullscreen) {
  764. BABYLON.Tools.ExitFullscreen();
  765. }
  766. else {
  767. this._pointerLockRequested = requestPointerLock;
  768. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  769. }
  770. };
  771. Engine.prototype.clear = function (color, backBuffer, depthStencil) {
  772. this.applyStates();
  773. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  774. if (this._depthCullingState.depthMask) {
  775. this._gl.clearDepth(1.0);
  776. }
  777. var mode = 0;
  778. if (backBuffer)
  779. mode |= this._gl.COLOR_BUFFER_BIT;
  780. if (depthStencil && this._depthCullingState.depthMask)
  781. mode |= this._gl.DEPTH_BUFFER_BIT;
  782. this._gl.clear(mode);
  783. };
  784. /**
  785. * Set the WebGL's viewport
  786. * @param {BABYLON.Viewport} viewport - the viewport element to be used.
  787. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used.
  788. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used.
  789. */
  790. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  791. var width = requiredWidth || (navigator.isCocoonJS ? window.innerWidth : this._renderingCanvas.width);
  792. var height = requiredHeight || (navigator.isCocoonJS ? window.innerHeight : this._renderingCanvas.height);
  793. var x = viewport.x || 0;
  794. var y = viewport.y || 0;
  795. this._cachedViewport = viewport;
  796. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  797. };
  798. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  799. this._cachedViewport = null;
  800. this._gl.viewport(x, y, width, height);
  801. };
  802. Engine.prototype.beginFrame = function () {
  803. this._measureFps();
  804. };
  805. Engine.prototype.endFrame = function () {
  806. //this.flushFramebuffer();
  807. };
  808. /**
  809. * resize the view according to the canvas' size.
  810. * @example
  811. * window.addEventListener("resize", function () {
  812. * engine.resize();
  813. * });
  814. */
  815. Engine.prototype.resize = function () {
  816. var width = navigator.isCocoonJS ? window.innerWidth : this._renderingCanvas.clientWidth;
  817. var height = navigator.isCocoonJS ? window.innerHeight : this._renderingCanvas.clientHeight;
  818. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  819. };
  820. /**
  821. * force a specific size of the canvas
  822. * @param {number} width - the new canvas' width
  823. * @param {number} height - the new canvas' height
  824. */
  825. Engine.prototype.setSize = function (width, height) {
  826. this._renderingCanvas.width = width;
  827. this._renderingCanvas.height = height;
  828. for (var index = 0; index < this.scenes.length; index++) {
  829. var scene = this.scenes[index];
  830. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  831. var cam = scene.cameras[camIndex];
  832. cam._currentRenderId = 0;
  833. }
  834. }
  835. };
  836. Engine.prototype.bindFramebuffer = function (texture) {
  837. this._currentRenderTarget = texture;
  838. var gl = this._gl;
  839. gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
  840. this._gl.viewport(0, 0, texture._width, texture._height);
  841. this.wipeCaches();
  842. };
  843. Engine.prototype.unBindFramebuffer = function (texture) {
  844. this._currentRenderTarget = null;
  845. if (texture.generateMipMaps) {
  846. var gl = this._gl;
  847. gl.bindTexture(gl.TEXTURE_2D, texture);
  848. gl.generateMipmap(gl.TEXTURE_2D);
  849. gl.bindTexture(gl.TEXTURE_2D, null);
  850. }
  851. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  852. };
  853. Engine.prototype.flushFramebuffer = function () {
  854. this._gl.flush();
  855. };
  856. Engine.prototype.restoreDefaultFramebuffer = function () {
  857. this._currentRenderTarget = null;
  858. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  859. this.setViewport(this._cachedViewport);
  860. this.wipeCaches();
  861. };
  862. // VBOs
  863. Engine.prototype._resetVertexBufferBinding = function () {
  864. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
  865. this._cachedVertexBuffers = null;
  866. };
  867. Engine.prototype.createVertexBuffer = function (vertices) {
  868. var vbo = this._gl.createBuffer();
  869. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  870. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
  871. this._resetVertexBufferBinding();
  872. vbo.references = 1;
  873. return vbo;
  874. };
  875. Engine.prototype.createDynamicVertexBuffer = function (capacity) {
  876. var vbo = this._gl.createBuffer();
  877. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  878. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  879. this._resetVertexBufferBinding();
  880. vbo.references = 1;
  881. return vbo;
  882. };
  883. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, offset) {
  884. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  885. if (offset === undefined) {
  886. offset = 0;
  887. }
  888. if (vertices instanceof Float32Array) {
  889. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, vertices);
  890. }
  891. else {
  892. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, new Float32Array(vertices));
  893. }
  894. this._resetVertexBufferBinding();
  895. };
  896. Engine.prototype._resetIndexBufferBinding = function () {
  897. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
  898. this._cachedIndexBuffer = null;
  899. };
  900. Engine.prototype.createIndexBuffer = function (indices) {
  901. var vbo = this._gl.createBuffer();
  902. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
  903. // Check for 32 bits indices
  904. var arrayBuffer;
  905. var need32Bits = false;
  906. if (this._caps.uintIndices) {
  907. for (var index = 0; index < indices.length; index++) {
  908. if (indices[index] > 65535) {
  909. need32Bits = true;
  910. break;
  911. }
  912. }
  913. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  914. }
  915. else {
  916. arrayBuffer = new Uint16Array(indices);
  917. }
  918. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.STATIC_DRAW);
  919. this._resetIndexBufferBinding();
  920. vbo.references = 1;
  921. vbo.is32Bits = need32Bits;
  922. return vbo;
  923. };
  924. Engine.prototype.bindBuffers = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  925. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  926. this._cachedVertexBuffers = vertexBuffer;
  927. this._cachedEffectForVertexBuffers = effect;
  928. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  929. var offset = 0;
  930. for (var index = 0; index < vertexDeclaration.length; index++) {
  931. var order = effect.getAttributeLocation(index);
  932. if (order >= 0) {
  933. this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  934. }
  935. offset += vertexDeclaration[index] * 4;
  936. }
  937. }
  938. if (this._cachedIndexBuffer !== indexBuffer) {
  939. this._cachedIndexBuffer = indexBuffer;
  940. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  941. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  942. }
  943. };
  944. Engine.prototype.bindMultiBuffers = function (vertexBuffers, indexBuffer, effect) {
  945. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  946. this._cachedVertexBuffers = vertexBuffers;
  947. this._cachedEffectForVertexBuffers = effect;
  948. var attributes = effect.getAttributesNames();
  949. for (var index = 0; index < attributes.length; index++) {
  950. var order = effect.getAttributeLocation(index);
  951. if (order >= 0) {
  952. var vertexBuffer = vertexBuffers[attributes[index]];
  953. if (!vertexBuffer) {
  954. continue;
  955. }
  956. var stride = vertexBuffer.getStrideSize();
  957. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
  958. this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
  959. }
  960. }
  961. }
  962. if (indexBuffer != null && this._cachedIndexBuffer !== indexBuffer) {
  963. this._cachedIndexBuffer = indexBuffer;
  964. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  965. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  966. }
  967. };
  968. Engine.prototype._releaseBuffer = function (buffer) {
  969. buffer.references--;
  970. if (buffer.references === 0) {
  971. this._gl.deleteBuffer(buffer);
  972. return true;
  973. }
  974. return false;
  975. };
  976. Engine.prototype.createInstancesBuffer = function (capacity) {
  977. var buffer = this._gl.createBuffer();
  978. buffer.capacity = capacity;
  979. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
  980. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  981. return buffer;
  982. };
  983. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  984. this._gl.deleteBuffer(buffer);
  985. };
  986. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  987. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  988. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  989. for (var index = 0; index < 4; index++) {
  990. var offsetLocation = offsetLocations[index];
  991. this._gl.enableVertexAttribArray(offsetLocation);
  992. this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  993. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
  994. }
  995. };
  996. Engine.prototype.unBindInstancesBuffer = function (instancesBuffer, offsetLocations) {
  997. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  998. for (var index = 0; index < 4; index++) {
  999. var offsetLocation = offsetLocations[index];
  1000. this._gl.disableVertexAttribArray(offsetLocation);
  1001. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
  1002. }
  1003. };
  1004. Engine.prototype.applyStates = function () {
  1005. this._depthCullingState.apply(this._gl);
  1006. this._alphaState.apply(this._gl);
  1007. };
  1008. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  1009. // Apply states
  1010. this.applyStates();
  1011. this._drawCalls++;
  1012. // Render
  1013. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  1014. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  1015. if (instancesCount) {
  1016. this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * mult, instancesCount);
  1017. return;
  1018. }
  1019. this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * mult);
  1020. };
  1021. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  1022. // Apply states
  1023. this.applyStates();
  1024. this._drawCalls++;
  1025. if (instancesCount) {
  1026. this._caps.instancedArrays.drawArraysInstancedANGLE(this._gl.POINTS, verticesStart, verticesCount, instancesCount);
  1027. return;
  1028. }
  1029. this._gl.drawArrays(this._gl.POINTS, verticesStart, verticesCount);
  1030. };
  1031. // Shaders
  1032. Engine.prototype._releaseEffect = function (effect) {
  1033. if (this._compiledEffects[effect._key]) {
  1034. delete this._compiledEffects[effect._key];
  1035. if (effect.getProgram()) {
  1036. this._gl.deleteProgram(effect.getProgram());
  1037. }
  1038. }
  1039. };
  1040. Engine.prototype.createEffect = function (baseName, attributesNames, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  1041. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  1042. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  1043. var name = vertex + "+" + fragment + "@" + defines;
  1044. if (this._compiledEffects[name]) {
  1045. return this._compiledEffects[name];
  1046. }
  1047. var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
  1048. effect._key = name;
  1049. this._compiledEffects[name] = effect;
  1050. return effect;
  1051. };
  1052. Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  1053. if (uniformsNames === void 0) { uniformsNames = []; }
  1054. if (samplers === void 0) { samplers = []; }
  1055. if (defines === void 0) { defines = ""; }
  1056. return this.createEffect({
  1057. vertex: "particles",
  1058. fragmentElement: fragmentName
  1059. }, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
  1060. };
  1061. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines) {
  1062. var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
  1063. var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
  1064. var shaderProgram = this._gl.createProgram();
  1065. this._gl.attachShader(shaderProgram, vertexShader);
  1066. this._gl.attachShader(shaderProgram, fragmentShader);
  1067. this._gl.linkProgram(shaderProgram);
  1068. var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
  1069. if (!linked) {
  1070. var error = this._gl.getProgramInfoLog(shaderProgram);
  1071. if (error) {
  1072. throw new Error(error);
  1073. }
  1074. }
  1075. this._gl.deleteShader(vertexShader);
  1076. this._gl.deleteShader(fragmentShader);
  1077. return shaderProgram;
  1078. };
  1079. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  1080. var results = [];
  1081. for (var index = 0; index < uniformsNames.length; index++) {
  1082. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  1083. }
  1084. return results;
  1085. };
  1086. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  1087. var results = [];
  1088. for (var index = 0; index < attributesNames.length; index++) {
  1089. try {
  1090. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  1091. }
  1092. catch (e) {
  1093. results.push(-1);
  1094. }
  1095. }
  1096. return results;
  1097. };
  1098. Engine.prototype.enableEffect = function (effect) {
  1099. if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
  1100. if (effect && effect.onBind) {
  1101. effect.onBind(effect);
  1102. }
  1103. return;
  1104. }
  1105. this._vertexAttribArrays = this._vertexAttribArrays || [];
  1106. // Use program
  1107. this._gl.useProgram(effect.getProgram());
  1108. for (var i in this._vertexAttribArrays) {
  1109. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  1110. continue;
  1111. }
  1112. this._vertexAttribArrays[i] = false;
  1113. this._gl.disableVertexAttribArray(i);
  1114. }
  1115. var attributesCount = effect.getAttributesCount();
  1116. for (var index = 0; index < attributesCount; index++) {
  1117. // Attributes
  1118. var order = effect.getAttributeLocation(index);
  1119. if (order >= 0) {
  1120. this._vertexAttribArrays[order] = true;
  1121. this._gl.enableVertexAttribArray(order);
  1122. }
  1123. }
  1124. this._currentEffect = effect;
  1125. if (effect.onBind) {
  1126. effect.onBind(effect);
  1127. }
  1128. };
  1129. Engine.prototype.setArray = function (uniform, array) {
  1130. if (!uniform)
  1131. return;
  1132. this._gl.uniform1fv(uniform, array);
  1133. };
  1134. Engine.prototype.setArray2 = function (uniform, array) {
  1135. if (!uniform || array.length % 2 !== 0)
  1136. return;
  1137. this._gl.uniform2fv(uniform, array);
  1138. };
  1139. Engine.prototype.setArray3 = function (uniform, array) {
  1140. if (!uniform || array.length % 3 !== 0)
  1141. return;
  1142. this._gl.uniform3fv(uniform, array);
  1143. };
  1144. Engine.prototype.setArray4 = function (uniform, array) {
  1145. if (!uniform || array.length % 4 !== 0)
  1146. return;
  1147. this._gl.uniform4fv(uniform, array);
  1148. };
  1149. Engine.prototype.setMatrices = function (uniform, matrices) {
  1150. if (!uniform)
  1151. return;
  1152. this._gl.uniformMatrix4fv(uniform, false, matrices);
  1153. };
  1154. Engine.prototype.setMatrix = function (uniform, matrix) {
  1155. if (!uniform)
  1156. return;
  1157. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  1158. };
  1159. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  1160. if (!uniform)
  1161. return;
  1162. this._gl.uniformMatrix3fv(uniform, false, matrix);
  1163. };
  1164. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  1165. if (!uniform)
  1166. return;
  1167. this._gl.uniformMatrix2fv(uniform, false, matrix);
  1168. };
  1169. Engine.prototype.setFloat = function (uniform, value) {
  1170. if (!uniform)
  1171. return;
  1172. this._gl.uniform1f(uniform, value);
  1173. };
  1174. Engine.prototype.setFloat2 = function (uniform, x, y) {
  1175. if (!uniform)
  1176. return;
  1177. this._gl.uniform2f(uniform, x, y);
  1178. };
  1179. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  1180. if (!uniform)
  1181. return;
  1182. this._gl.uniform3f(uniform, x, y, z);
  1183. };
  1184. Engine.prototype.setBool = function (uniform, bool) {
  1185. if (!uniform)
  1186. return;
  1187. this._gl.uniform1i(uniform, bool);
  1188. };
  1189. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  1190. if (!uniform)
  1191. return;
  1192. this._gl.uniform4f(uniform, x, y, z, w);
  1193. };
  1194. Engine.prototype.setColor3 = function (uniform, color3) {
  1195. if (!uniform)
  1196. return;
  1197. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  1198. };
  1199. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  1200. if (!uniform)
  1201. return;
  1202. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  1203. };
  1204. // States
  1205. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  1206. if (zOffset === void 0) { zOffset = 0; }
  1207. if (reverseSide === void 0) { reverseSide = false; }
  1208. // Culling
  1209. if (this._depthCullingState.cull !== culling || force) {
  1210. if (culling) {
  1211. var showSide = reverseSide ? this._gl.FRONT : this._gl.BACK;
  1212. var hideSide = reverseSide ? this._gl.BACK : this._gl.FRONT;
  1213. this._depthCullingState.cullFace = this.cullBackFaces ? showSide : hideSide;
  1214. this._depthCullingState.cull = true;
  1215. }
  1216. else {
  1217. this._depthCullingState.cull = false;
  1218. }
  1219. }
  1220. // Z offset
  1221. this._depthCullingState.zOffset = zOffset;
  1222. };
  1223. Engine.prototype.setDepthBuffer = function (enable) {
  1224. this._depthCullingState.depthTest = enable;
  1225. };
  1226. Engine.prototype.getDepthWrite = function () {
  1227. return this._depthCullingState.depthMask;
  1228. };
  1229. Engine.prototype.setDepthWrite = function (enable) {
  1230. this._depthCullingState.depthMask = enable;
  1231. };
  1232. Engine.prototype.setColorWrite = function (enable) {
  1233. this._gl.colorMask(enable, enable, enable, enable);
  1234. };
  1235. Engine.prototype.setAlphaMode = function (mode) {
  1236. if (this._alphaMode == mode) {
  1237. return;
  1238. }
  1239. switch (mode) {
  1240. case Engine.ALPHA_DISABLE:
  1241. this.setDepthWrite(true);
  1242. this._alphaState.alphaBlend = false;
  1243. break;
  1244. case Engine.ALPHA_COMBINE:
  1245. this.setDepthWrite(false);
  1246. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  1247. this._alphaState.alphaBlend = true;
  1248. break;
  1249. case Engine.ALPHA_ONEONE:
  1250. this.setDepthWrite(false);
  1251. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  1252. this._alphaState.alphaBlend = true;
  1253. break;
  1254. case Engine.ALPHA_ADD:
  1255. this.setDepthWrite(false);
  1256. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  1257. this._alphaState.alphaBlend = true;
  1258. break;
  1259. case Engine.ALPHA_SUBTRACT:
  1260. this.setDepthWrite(false);
  1261. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  1262. this._alphaState.alphaBlend = true;
  1263. break;
  1264. case Engine.ALPHA_MULTIPLY:
  1265. this.setDepthWrite(false);
  1266. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  1267. this._alphaState.alphaBlend = true;
  1268. break;
  1269. case Engine.ALPHA_MAXIMIZED:
  1270. this.setDepthWrite(false);
  1271. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  1272. this._alphaState.alphaBlend = true;
  1273. break;
  1274. }
  1275. this._alphaMode = mode;
  1276. };
  1277. Engine.prototype.getAlphaMode = function () {
  1278. return this._alphaMode;
  1279. };
  1280. Engine.prototype.setAlphaTesting = function (enable) {
  1281. this._alphaTest = enable;
  1282. };
  1283. Engine.prototype.getAlphaTesting = function () {
  1284. return this._alphaTest;
  1285. };
  1286. // Textures
  1287. Engine.prototype.wipeCaches = function () {
  1288. this._activeTexturesCache = [];
  1289. this._currentEffect = null;
  1290. this._depthCullingState.reset();
  1291. this._alphaState.reset();
  1292. this._cachedVertexBuffers = null;
  1293. this._cachedIndexBuffer = null;
  1294. this._cachedEffectForVertexBuffers = null;
  1295. };
  1296. Engine.prototype.setSamplingMode = function (texture, samplingMode) {
  1297. var gl = this._gl;
  1298. gl.bindTexture(gl.TEXTURE_2D, texture);
  1299. var magFilter = gl.NEAREST;
  1300. var minFilter = gl.NEAREST;
  1301. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  1302. magFilter = gl.LINEAR;
  1303. minFilter = gl.LINEAR;
  1304. }
  1305. else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  1306. magFilter = gl.LINEAR;
  1307. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  1308. }
  1309. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
  1310. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
  1311. gl.bindTexture(gl.TEXTURE_2D, null);
  1312. texture.samplingMode = samplingMode;
  1313. };
  1314. Engine.prototype.createTexture = function (url, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer) {
  1315. var _this = this;
  1316. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  1317. if (onLoad === void 0) { onLoad = null; }
  1318. if (onError === void 0) { onError = null; }
  1319. if (buffer === void 0) { buffer = null; }
  1320. var texture = this._gl.createTexture();
  1321. var extension;
  1322. var fromData = false;
  1323. if (url.substr(0, 5) === "data:") {
  1324. fromData = true;
  1325. }
  1326. if (!fromData)
  1327. extension = url.substr(url.length - 4, 4).toLowerCase();
  1328. else {
  1329. var oldUrl = url;
  1330. fromData = oldUrl.split(':');
  1331. url = oldUrl;
  1332. extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase();
  1333. }
  1334. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  1335. var isTGA = (extension === ".tga");
  1336. scene._addPendingData(texture);
  1337. texture.url = url;
  1338. texture.noMipmap = noMipmap;
  1339. texture.references = 1;
  1340. texture.samplingMode = samplingMode;
  1341. this._loadedTexturesCache.push(texture);
  1342. var onerror = function () {
  1343. scene._removePendingData(texture);
  1344. if (onError) {
  1345. onError();
  1346. }
  1347. };
  1348. if (isTGA) {
  1349. var callback = function (arrayBuffer) {
  1350. var data = new Uint8Array(arrayBuffer);
  1351. var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
  1352. prepareWebGLTexture(texture, _this._gl, scene, header.width, header.height, invertY, noMipmap, false, function () {
  1353. BABYLON.Internals.TGATools.UploadContent(_this._gl, data);
  1354. if (onLoad) {
  1355. onLoad();
  1356. }
  1357. }, samplingMode);
  1358. };
  1359. if (!(fromData instanceof Array))
  1360. BABYLON.Tools.LoadFile(url, function (arrayBuffer) {
  1361. callback(arrayBuffer);
  1362. }, onerror, scene.database, true);
  1363. else
  1364. callback(buffer);
  1365. }
  1366. else if (isDDS) {
  1367. callback = function (data) {
  1368. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  1369. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) === 1);
  1370. prepareWebGLTexture(texture, _this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () {
  1371. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 1);
  1372. if (onLoad) {
  1373. onLoad();
  1374. }
  1375. }, samplingMode);
  1376. };
  1377. if (!(fromData instanceof Array))
  1378. BABYLON.Tools.LoadFile(url, function (data) {
  1379. callback(data);
  1380. }, onerror, scene.database, true);
  1381. else
  1382. callback(buffer);
  1383. }
  1384. else {
  1385. var onload = function (img) {
  1386. prepareWebGLTexture(texture, _this._gl, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight) {
  1387. var isPot = (img.width === potWidth && img.height === potHeight);
  1388. if (!isPot) {
  1389. _this._prepareWorkingCanvas();
  1390. _this._workingCanvas.width = potWidth;
  1391. _this._workingCanvas.height = potHeight;
  1392. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  1393. _this._workingContext.imageSmoothingEnabled = false;
  1394. _this._workingContext.mozImageSmoothingEnabled = false;
  1395. _this._workingContext.oImageSmoothingEnabled = false;
  1396. _this._workingContext.webkitImageSmoothingEnabled = false;
  1397. _this._workingContext.msImageSmoothingEnabled = false;
  1398. }
  1399. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  1400. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  1401. _this._workingContext.imageSmoothingEnabled = true;
  1402. _this._workingContext.mozImageSmoothingEnabled = true;
  1403. _this._workingContext.oImageSmoothingEnabled = true;
  1404. _this._workingContext.webkitImageSmoothingEnabled = true;
  1405. _this._workingContext.msImageSmoothingEnabled = true;
  1406. }
  1407. }
  1408. _this._gl.texImage2D(_this._gl.TEXTURE_2D, 0, _this._gl.RGBA, _this._gl.RGBA, _this._gl.UNSIGNED_BYTE, isPot ? img : _this._workingCanvas);
  1409. if (onLoad) {
  1410. onLoad();
  1411. }
  1412. }, samplingMode);
  1413. };
  1414. if (!(fromData instanceof Array))
  1415. BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  1416. else
  1417. BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database);
  1418. }
  1419. return texture;
  1420. };
  1421. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression) {
  1422. if (compression === void 0) { compression = null; }
  1423. var internalFormat = this._gl.RGBA;
  1424. switch (format) {
  1425. case Engine.TEXTUREFORMAT_ALPHA:
  1426. internalFormat = this._gl.ALPHA;
  1427. break;
  1428. case Engine.TEXTUREFORMAT_LUMINANCE:
  1429. internalFormat = this._gl.LUMINANCE;
  1430. break;
  1431. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  1432. internalFormat = this._gl.LUMINANCE_ALPHA;
  1433. break;
  1434. case Engine.TEXTUREFORMAT_RGB:
  1435. internalFormat = this._gl.RGB;
  1436. break;
  1437. case Engine.TEXTUREFORMAT_RGBA:
  1438. internalFormat = this._gl.RGBA;
  1439. break;
  1440. }
  1441. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1442. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  1443. if (compression) {
  1444. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture._width, texture._height, 0, data);
  1445. }
  1446. else {
  1447. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, texture._width, texture._height, 0, internalFormat, this._gl.UNSIGNED_BYTE, data);
  1448. }
  1449. if (texture.generateMipMaps) {
  1450. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  1451. }
  1452. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1453. this._activeTexturesCache = [];
  1454. texture.isReady = true;
  1455. };
  1456. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression) {
  1457. if (compression === void 0) { compression = null; }
  1458. var texture = this._gl.createTexture();
  1459. texture._baseWidth = width;
  1460. texture._baseHeight = height;
  1461. texture._width = width;
  1462. texture._height = height;
  1463. texture.references = 1;
  1464. this.updateRawTexture(texture, data, format, invertY, compression);
  1465. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1466. // Filters
  1467. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  1468. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  1469. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  1470. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1471. texture.samplingMode = samplingMode;
  1472. this._loadedTexturesCache.push(texture);
  1473. return texture;
  1474. };
  1475. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode, forceExponantOfTwo) {
  1476. if (forceExponantOfTwo === void 0) { forceExponantOfTwo = true; }
  1477. var texture = this._gl.createTexture();
  1478. texture._baseWidth = width;
  1479. texture._baseHeight = height;
  1480. if (forceExponantOfTwo) {
  1481. width = BABYLON.Tools.GetExponantOfTwo(width, this._caps.maxTextureSize);
  1482. height = BABYLON.Tools.GetExponantOfTwo(height, this._caps.maxTextureSize);
  1483. }
  1484. this._activeTexturesCache = [];
  1485. texture._width = width;
  1486. texture._height = height;
  1487. texture.isReady = false;
  1488. texture.generateMipMaps = generateMipMaps;
  1489. texture.references = 1;
  1490. texture.samplingMode = samplingMode;
  1491. this.updateTextureSamplingMode(samplingMode, texture);
  1492. this._loadedTexturesCache.push(texture);
  1493. return texture;
  1494. };
  1495. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  1496. var filters = getSamplingParameters(samplingMode, texture.generateMipMaps, this._gl);
  1497. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1498. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  1499. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  1500. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1501. };
  1502. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY) {
  1503. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1504. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  1505. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
  1506. if (texture.generateMipMaps) {
  1507. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  1508. }
  1509. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1510. this._activeTexturesCache = [];
  1511. texture.isReady = true;
  1512. };
  1513. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  1514. if (texture._isDisabled) {
  1515. return;
  1516. }
  1517. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1518. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default
  1519. try {
  1520. // Testing video texture support
  1521. if (this._videoTextureSupported === undefined) {
  1522. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  1523. if (this._gl.getError() !== 0) {
  1524. this._videoTextureSupported = false;
  1525. }
  1526. else {
  1527. this._videoTextureSupported = true;
  1528. }
  1529. }
  1530. // Copy video through the current working canvas if video texture is not supported
  1531. if (!this._videoTextureSupported) {
  1532. if (!texture._workingCanvas) {
  1533. texture._workingCanvas = document.createElement("canvas");
  1534. texture._workingContext = texture._workingCanvas.getContext("2d");
  1535. texture._workingCanvas.width = texture._width;
  1536. texture._workingCanvas.height = texture._height;
  1537. }
  1538. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
  1539. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  1540. }
  1541. else {
  1542. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  1543. }
  1544. if (texture.generateMipMaps) {
  1545. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  1546. }
  1547. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1548. this._activeTexturesCache = [];
  1549. texture.isReady = true;
  1550. }
  1551. catch (ex) {
  1552. // Something unexpected
  1553. // Let's disable the texture
  1554. texture._isDisabled = true;
  1555. }
  1556. };
  1557. Engine.prototype.createRenderTargetTexture = function (size, options) {
  1558. // old version had a "generateMipMaps" arg instead of options.
  1559. // if options.generateMipMaps is undefined, consider that options itself if the generateMipmaps value
  1560. // in the same way, generateDepthBuffer is defaulted to true
  1561. var generateMipMaps = false;
  1562. var generateDepthBuffer = true;
  1563. var type = Engine.TEXTURETYPE_UNSIGNED_INT;
  1564. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  1565. if (options !== undefined) {
  1566. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
  1567. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  1568. type = options.type === undefined ? type : options.type;
  1569. if (options.samplingMode !== undefined) {
  1570. samplingMode = options.samplingMode;
  1571. }
  1572. if (type === Engine.TEXTURETYPE_FLOAT) {
  1573. // if floating point (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  1574. samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE;
  1575. }
  1576. }
  1577. var gl = this._gl;
  1578. var texture = gl.createTexture();
  1579. gl.bindTexture(gl.TEXTURE_2D, texture);
  1580. var width = size.width || size;
  1581. var height = size.height || size;
  1582. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  1583. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  1584. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  1585. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  1586. }
  1587. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  1588. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  1589. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1590. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1591. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, getWebGLTextureType(gl, type), null);
  1592. var depthBuffer;
  1593. // Create the depth buffer
  1594. if (generateDepthBuffer) {
  1595. depthBuffer = gl.createRenderbuffer();
  1596. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  1597. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  1598. }
  1599. // Create the framebuffer
  1600. var framebuffer = gl.createFramebuffer();
  1601. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  1602. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  1603. if (generateDepthBuffer) {
  1604. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  1605. }
  1606. if (generateMipMaps) {
  1607. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  1608. }
  1609. // Unbind
  1610. gl.bindTexture(gl.TEXTURE_2D, null);
  1611. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  1612. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  1613. texture._framebuffer = framebuffer;
  1614. if (generateDepthBuffer) {
  1615. texture._depthBuffer = depthBuffer;
  1616. }
  1617. texture._width = width;
  1618. texture._height = height;
  1619. texture.isReady = true;
  1620. texture.generateMipMaps = generateMipMaps;
  1621. texture.references = 1;
  1622. texture.samplingMode = samplingMode;
  1623. this._activeTexturesCache = [];
  1624. this._loadedTexturesCache.push(texture);
  1625. return texture;
  1626. };
  1627. Engine.prototype.createCubeTexture = function (rootUrl, scene, extensions, noMipmap) {
  1628. var _this = this;
  1629. var gl = this._gl;
  1630. var texture = gl.createTexture();
  1631. texture.isCube = true;
  1632. texture.url = rootUrl;
  1633. texture.references = 1;
  1634. this._loadedTexturesCache.push(texture);
  1635. var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
  1636. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  1637. if (isDDS) {
  1638. BABYLON.Tools.LoadFile(rootUrl, function (data) {
  1639. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  1640. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  1641. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  1642. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  1643. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 6);
  1644. if (!noMipmap && !info.isFourCC && info.mipmapCount === 1) {
  1645. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  1646. }
  1647. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  1648. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  1649. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1650. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1651. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  1652. _this._activeTexturesCache = [];
  1653. texture._width = info.width;
  1654. texture._height = info.height;
  1655. texture.isReady = true;
  1656. }, null, null, true);
  1657. }
  1658. else {
  1659. cascadeLoad(rootUrl, scene, function (imgs) {
  1660. var width = BABYLON.Tools.GetExponantOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize);
  1661. var height = width;
  1662. _this._prepareWorkingCanvas();
  1663. _this._workingCanvas.width = width;
  1664. _this._workingCanvas.height = height;
  1665. var faces = [
  1666. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  1667. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  1668. ];
  1669. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  1670. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  1671. for (var index = 0; index < faces.length; index++) {
  1672. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  1673. gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _this._workingCanvas);
  1674. }
  1675. if (!noMipmap) {
  1676. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  1677. }
  1678. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  1679. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
  1680. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1681. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1682. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  1683. _this._activeTexturesCache = [];
  1684. texture._width = width;
  1685. texture._height = height;
  1686. texture.isReady = true;
  1687. }, extensions);
  1688. }
  1689. return texture;
  1690. };
  1691. Engine.prototype._releaseTexture = function (texture) {
  1692. var gl = this._gl;
  1693. if (texture._framebuffer) {
  1694. gl.deleteFramebuffer(texture._framebuffer);
  1695. }
  1696. if (texture._depthBuffer) {
  1697. gl.deleteRenderbuffer(texture._depthBuffer);
  1698. }
  1699. gl.deleteTexture(texture);
  1700. // Unbind channels
  1701. for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
  1702. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1703. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1704. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  1705. this._activeTexturesCache[channel] = null;
  1706. }
  1707. var index = this._loadedTexturesCache.indexOf(texture);
  1708. if (index !== -1) {
  1709. this._loadedTexturesCache.splice(index, 1);
  1710. }
  1711. };
  1712. Engine.prototype.bindSamplers = function (effect) {
  1713. this._gl.useProgram(effect.getProgram());
  1714. var samplers = effect.getSamplers();
  1715. for (var index = 0; index < samplers.length; index++) {
  1716. var uniform = effect.getUniform(samplers[index]);
  1717. this._gl.uniform1i(uniform, index);
  1718. }
  1719. this._currentEffect = null;
  1720. };
  1721. Engine.prototype._bindTexture = function (channel, texture) {
  1722. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1723. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1724. this._activeTexturesCache[channel] = null;
  1725. };
  1726. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  1727. this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
  1728. };
  1729. Engine.prototype.setTexture = function (channel, texture) {
  1730. if (channel < 0) {
  1731. return;
  1732. }
  1733. // Not ready?
  1734. if (!texture || !texture.isReady()) {
  1735. if (this._activeTexturesCache[channel] != null) {
  1736. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1737. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1738. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  1739. this._activeTexturesCache[channel] = null;
  1740. }
  1741. return;
  1742. }
  1743. // Video
  1744. if (texture instanceof BABYLON.VideoTexture) {
  1745. if (texture.update()) {
  1746. this._activeTexturesCache[channel] = null;
  1747. }
  1748. }
  1749. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) {
  1750. texture.delayLoad();
  1751. return;
  1752. }
  1753. if (this._activeTexturesCache[channel] === texture) {
  1754. return;
  1755. }
  1756. this._activeTexturesCache[channel] = texture;
  1757. var internalTexture = texture.getInternalTexture();
  1758. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1759. if (internalTexture.isCube) {
  1760. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
  1761. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  1762. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  1763. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  1764. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  1765. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
  1766. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  1767. }
  1768. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  1769. }
  1770. else {
  1771. this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
  1772. if (internalTexture._cachedWrapU !== texture.wrapU) {
  1773. internalTexture._cachedWrapU = texture.wrapU;
  1774. switch (texture.wrapU) {
  1775. case BABYLON.Texture.WRAP_ADDRESSMODE:
  1776. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
  1777. break;
  1778. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  1779. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
  1780. break;
  1781. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  1782. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
  1783. break;
  1784. }
  1785. }
  1786. if (internalTexture._cachedWrapV !== texture.wrapV) {
  1787. internalTexture._cachedWrapV = texture.wrapV;
  1788. switch (texture.wrapV) {
  1789. case BABYLON.Texture.WRAP_ADDRESSMODE:
  1790. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
  1791. break;
  1792. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  1793. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
  1794. break;
  1795. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  1796. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
  1797. break;
  1798. }
  1799. }
  1800. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  1801. }
  1802. };
  1803. Engine.prototype._setAnisotropicLevel = function (key, texture) {
  1804. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  1805. var value = texture.anisotropicFilteringLevel;
  1806. if (texture.getInternalTexture().samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  1807. value = 1;
  1808. }
  1809. if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== value) {
  1810. this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy));
  1811. texture._cachedAnisotropicFilteringLevel = value;
  1812. }
  1813. };
  1814. Engine.prototype.readPixels = function (x, y, width, height) {
  1815. var data = new Uint8Array(height * width * 4);
  1816. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  1817. return data;
  1818. };
  1819. // Dispose
  1820. Engine.prototype.dispose = function () {
  1821. this.hideLoadingUI();
  1822. this.stopRenderLoop();
  1823. // Release scenes
  1824. while (this.scenes.length) {
  1825. this.scenes[0].dispose();
  1826. }
  1827. // Release audio engine
  1828. Engine.audioEngine.dispose();
  1829. // Release effects
  1830. for (var name in this._compiledEffects) {
  1831. this._gl.deleteProgram(this._compiledEffects[name]._program);
  1832. }
  1833. // Unbind
  1834. for (var i in this._vertexAttribArrays) {
  1835. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  1836. continue;
  1837. }
  1838. this._gl.disableVertexAttribArray(i);
  1839. }
  1840. this._gl = null;
  1841. // Events
  1842. window.removeEventListener("blur", this._onBlur);
  1843. window.removeEventListener("focus", this._onFocus);
  1844. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  1845. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  1846. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  1847. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  1848. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  1849. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  1850. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  1851. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  1852. };
  1853. // Loading screen
  1854. Engine.prototype.displayLoadingUI = function () {
  1855. var _this = this;
  1856. this._loadingDiv = document.createElement("div");
  1857. this._loadingDiv.style.opacity = "0";
  1858. this._loadingDiv.style.transition = "opacity 1.5s ease";
  1859. // Loading text
  1860. this._loadingTextDiv = document.createElement("div");
  1861. this._loadingTextDiv.style.position = "absolute";
  1862. this._loadingTextDiv.style.left = "0";
  1863. this._loadingTextDiv.style.top = "50%";
  1864. this._loadingTextDiv.style.marginTop = "80px";
  1865. this._loadingTextDiv.style.width = "100%";
  1866. this._loadingTextDiv.style.height = "20px";
  1867. this._loadingTextDiv.style.fontFamily = "Arial";
  1868. this._loadingTextDiv.style.fontSize = "14px";
  1869. this._loadingTextDiv.style.color = "white";
  1870. this._loadingTextDiv.style.textAlign = "center";
  1871. this._loadingTextDiv.innerHTML = "Loading";
  1872. this._loadingDiv.appendChild(this._loadingTextDiv);
  1873. // Loading img
  1874. var imgBack = new Image();
  1875. imgBack.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGQAAABkCAYAAABw4pVUAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuM4zml1AAAARbSURBVHhe7Z09aFNRFMc716kuLrq4FdyLq4Wi4CAoRQcR0UJBUBdRiuLSIYMo6CA4FF2sgw6CFAdFUOpSQYcWO4hD26UQCfXrIQrx/JJzw1OSWq3NPeL/B4Fy+0jg/HO+7j3vpUcI8b/Q39+/49ihfWdPHT94Yf/e3Se3bd263f8lus218TPn6vV6Ya8Wi/MzNRNmj18iusX9W1evmP1/EKNEIVG6CMbG6E3bt+fT++pHha8NoHdT72bLE8NDg7tGU64gLLndV4Wc4m8j/pS+vr4tGB/DT16v3Fyr8dvBe/jbit8BL0AES9LX1iPAz+BR/hFiLVCynj95dPzNy6fv3IZ/k4L3948Sq7FzYGBg4vLFGxitabuOFCbWNKGrMnbiUuo18KaV6tIHv6YtvL9/nOgE31jCktmrY7k6+/zhE4yP4Vf7hiNqh/BWWEl8mzDol4p22Lf7cIdvdUMEvv0Y2S9fE5S1hLzpqTsPkiep//gFGPnR3Yl7GL5p/xYFBrTwM+iXio3GqpwDGL5p/xYNIX7XG8Q6IJRgdIzf1KBBgafII7oMidhyQtVFaMA2Bt7il4huQRhaXphbcR2g4RXqBzKAGHiCCwGFVUAj/m/RTRDj29cvn10I0PZ3LghH5f4CL1EFlQmqqXK3jDDKFxmhQ3Yt6oQseUZGKmMnTpsOqc8o1F9kBOMjQlOLeqEeIyOc6JV6jYLJD/+XyIFvnzdgl9aXRQ5I2qZDK1SpospMqaoqON/wZZGDciLnMMiXRS7IF4hhqMTNTdk7CFu+LHLhR7BQqBvPDJUUQqCGvCMATHUgBmhWNgApmdOda9YpM+VwRYfuyyIXDK8hBlilNerLIheMZCKGwlUAyru6GlwOgPUbRxADdJ9FAChxXY864viyyEXqPxhc0M2TAfAbatSdRyHtXymhByEdRnE3ky+JnHAIhSA0h74kckETmHoQbSgGwJrCIRMEPSRIBCRIMAhZaYhaggQhJXUJEoRU9mofKwh+F22dLRRfEjlJM7w6KQwCoQpBOKTyJZETjmwRxKqtGV8SOSkNOGjKPQppBEgDDkFgpxdBVGkFgaYQQXRIFQSObk0P5ZFIpAZRHXsQ0r0hCluBWKkuvVbYCkQaCdL5ehBScudJP4yY+rLISdps1NBDEJKXMMmoSfggWC4ZQRR17oFYXph7hSiquIKQ+hJGTX1J5MYSPD/GVdNzsgLBwZVCVyAQAkF0ohiI/c1fS6tNXq9UfEnkhudmIQolsS+J3Hh/UtNDzQLhj42VKJFInqLwFYiUU5ToA+HdfI0JevUpQUAIn+vSz2lHIuUV/dJOIHhOY/IWVWGBIHQtzs88s9zyWBuTgcBLzGOmeNnfF/QslSDgMeQW85i3DOQxuipxAkCyZ8SIm4Omp+7MMlCB59j6sKZcMoM4iIEoeI2J9AKxrFobZx0v4vYInuHFS4J1GQRCAGaLEYQXfyMML5XSQgghhBBCCCH+cXp6vgNhKpSKX/XdOAAAAABJRU5ErkJggg==";
  1876. imgBack.style.position = "absolute";
  1877. imgBack.style.left = "50%";
  1878. imgBack.style.top = "50%";
  1879. imgBack.style.marginLeft = "-50px";
  1880. imgBack.style.marginTop = "-50px";
  1881. imgBack.style.transition = "transform 1.0s ease";
  1882. imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
  1883. var deg = 360;
  1884. var onTransitionEnd = function () {
  1885. deg += 360;
  1886. imgBack.style.transform = "rotateZ(" + deg + "deg)";
  1887. imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
  1888. };
  1889. imgBack.addEventListener("transitionend", onTransitionEnd);
  1890. imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
  1891. this._loadingDiv.appendChild(imgBack);
  1892. // front image
  1893. var imgFront = new Image();
  1894. imgFront.src = "data:image/png;base64,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";
  1895. imgFront.style.position = "absolute";
  1896. imgFront.style.left = "50%";
  1897. imgFront.style.top = "50%";
  1898. imgFront.style.marginLeft = "-50px";
  1899. imgFront.style.marginTop = "-50px";
  1900. this._loadingDiv.appendChild(imgFront);
  1901. // Resize
  1902. this._resizeLoadingUI = function () {
  1903. var canvasRect = _this.getRenderingCanvasClientRect();
  1904. _this._loadingDiv.style.position = "absolute";
  1905. _this._loadingDiv.style.left = canvasRect.left + "px";
  1906. _this._loadingDiv.style.top = canvasRect.top + "px";
  1907. _this._loadingDiv.style.width = canvasRect.width + "px";
  1908. _this._loadingDiv.style.height = canvasRect.height + "px";
  1909. };
  1910. this._resizeLoadingUI();
  1911. window.addEventListener("resize", this._resizeLoadingUI);
  1912. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  1913. document.body.appendChild(this._loadingDiv);
  1914. setTimeout(function () {
  1915. _this._loadingDiv.style.opacity = "1";
  1916. imgBack.style.transform = "rotateZ(360deg)";
  1917. imgBack.style.webkitTransform = "rotateZ(360deg)";
  1918. }, 0);
  1919. };
  1920. Object.defineProperty(Engine.prototype, "loadingUIText", {
  1921. set: function (text) {
  1922. if (!this._loadingDiv) {
  1923. return;
  1924. }
  1925. this._loadingTextDiv.innerHTML = text;
  1926. },
  1927. enumerable: true,
  1928. configurable: true
  1929. });
  1930. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  1931. get: function () {
  1932. return this._loadingDivBackgroundColor;
  1933. },
  1934. set: function (color) {
  1935. this._loadingDivBackgroundColor = color;
  1936. if (!this._loadingDiv) {
  1937. return;
  1938. }
  1939. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  1940. },
  1941. enumerable: true,
  1942. configurable: true
  1943. });
  1944. Engine.prototype.hideLoadingUI = function () {
  1945. var _this = this;
  1946. if (!this._loadingDiv) {
  1947. return;
  1948. }
  1949. var onTransitionEnd = function () {
  1950. if (!_this._loadingDiv) {
  1951. return;
  1952. }
  1953. document.body.removeChild(_this._loadingDiv);
  1954. window.removeEventListener("resize", _this._resizeLoadingUI);
  1955. _this._loadingDiv = null;
  1956. };
  1957. this._loadingDiv.style.opacity = "0";
  1958. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  1959. };
  1960. // FPS
  1961. Engine.prototype.getFps = function () {
  1962. return this.fps;
  1963. };
  1964. Engine.prototype.getDeltaTime = function () {
  1965. return this.deltaTime;
  1966. };
  1967. Engine.prototype._measureFps = function () {
  1968. this.previousFramesDuration.push(BABYLON.Tools.Now);
  1969. var length = this.previousFramesDuration.length;
  1970. if (length >= 2) {
  1971. this.deltaTime = this.previousFramesDuration[length - 1] - this.previousFramesDuration[length - 2];
  1972. }
  1973. if (length >= this.fpsRange) {
  1974. if (length > this.fpsRange) {
  1975. this.previousFramesDuration.splice(0, 1);
  1976. length = this.previousFramesDuration.length;
  1977. }
  1978. var sum = 0;
  1979. for (var id = 0; id < length - 1; id++) {
  1980. sum += this.previousFramesDuration[id + 1] - this.previousFramesDuration[id];
  1981. }
  1982. this.fps = 1000.0 / (sum / (length - 1));
  1983. }
  1984. };
  1985. // Statics
  1986. Engine.isSupported = function () {
  1987. try {
  1988. // Avoid creating an unsized context for CocoonJS, since size determined on first creation. Is not resizable
  1989. if (navigator.isCocoonJS) {
  1990. return true;
  1991. }
  1992. var tempcanvas = document.createElement("canvas");
  1993. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  1994. return gl != null && !!window.WebGLRenderingContext;
  1995. }
  1996. catch (e) {
  1997. return false;
  1998. }
  1999. };
  2000. // Const statics
  2001. Engine._ALPHA_DISABLE = 0;
  2002. Engine._ALPHA_ADD = 1;
  2003. Engine._ALPHA_COMBINE = 2;
  2004. Engine._ALPHA_SUBTRACT = 3;
  2005. Engine._ALPHA_MULTIPLY = 4;
  2006. Engine._ALPHA_MAXIMIZED = 5;
  2007. Engine._ALPHA_ONEONE = 6;
  2008. Engine._DELAYLOADSTATE_NONE = 0;
  2009. Engine._DELAYLOADSTATE_LOADED = 1;
  2010. Engine._DELAYLOADSTATE_LOADING = 2;
  2011. Engine._DELAYLOADSTATE_NOTLOADED = 4;
  2012. Engine._TEXTUREFORMAT_ALPHA = 0;
  2013. Engine._TEXTUREFORMAT_LUMINANCE = 1;
  2014. Engine._TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  2015. Engine._TEXTUREFORMAT_RGB = 4;
  2016. Engine._TEXTUREFORMAT_RGBA = 5;
  2017. Engine._TEXTURETYPE_UNSIGNED_INT = 0;
  2018. Engine._TEXTURETYPE_FLOAT = 1;
  2019. // Updatable statics so stick with vars here
  2020. Engine.Epsilon = 0.001;
  2021. Engine.CollisionsEpsilon = 0.001;
  2022. Engine.CodeRepository = "src/";
  2023. Engine.ShadersRepository = "src/Shaders/";
  2024. return Engine;
  2025. })();
  2026. BABYLON.Engine = Engine;
  2027. })(BABYLON || (BABYLON = {}));